Breach

About This File

This was an exercise in using the original Doom 2 textures and specials to build something very modern: with intricate spaces, long vistas and a bunch of half-assed environmental storytelling. Inspired by No Rest for the Living, Visions of Eternity, Vaporware Demo and Metroid Prime.

(This represents about half of the map I had planned before I hit the seg limit; I may finish the second half at some point before the Earth finally plunges into the Sun.)

This was an exercise in using the original Doom 2
textures and specials to build something very
modern: with intricate spaces, long vistas and a
bunch of half-assed environmental storytelling.
Inspired by No Rest for the Living, Visions of
Eternity, Vaporware Demo and Metroid Prime.

(This represents about half of the map I had
planned before I hit the seg limit; I may finish
the second half at some point before the Earth
finally plunges into the Sun.)

Additional Credits : Music by Conelrad: http://conelrad.co.uk
Jani SaarijÃ¤rvi for playtesting and invaluable
design advice.
The Doomworld forums for playtesting and vital
criticism.
My wife, for her unending patience.

===========================================================================
* What is included *

Game : DOOM2
Map # : MAP01
Single Player : Designed for
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : No
Other game styles : No
Difficulty Settings : Yes
Play Notes : Moderate difficulty and designed for rambo-style
play, so don't be shy. Mouselook not required.
Jumping disabled in ZDoom ports to prevent some
sequence-breaking. (Sorry!)

100% completionists: there are several areas
you cannot return to after leaving them. These
areas contain no items however, and any monsters
you encounter within them will always get killed
or follow you out.

Authors MAY use the contents of this file as a base for
modification or reuse. Permissions have been obtained from original
authors for any of their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact. I have received permission from the original authors of any
modified or included content in this file to allow further distribution.

* Where to get the file that this text file describes *

Web sites:
http://washboardabs.net/doom/breach/breach-latest.zip

===========================================================================
* Version History *

beta3 (2015-01-26):
- Redesigned many encounters to make them more interesting and challenging.
- Added more ammo back in to compensate for higher UV/HMP difficulty.
- Revised central chamber to improve mobility and guide the player better.
- Made rocket launcher pickup more obvious.
- Switched from ZDBSP to ZenNode to fix egregious slime trails in PrBoom+.
- Reduced bumpiness of piston room floor.
- Cosmetic fixes and detailing improvements.

The texturing and detailing looks incredible and the general map design is good, but unfortunately this is all hampered by how cramped it is. All the detailing makes you constantly get stuck or otherwise not move how you wanted to, which is very unfun and frustrating.

I enjoyed this map a good deal. Brooding atmospheres and dark, detailed spaces with engaging combat sucked me right in. Fun, not easy but not too difficult either. There's a great blend of exploration, run-n-gun, and set piece style fights; I'd recommend this to anyone.